The assulter can run down any enemy and slice them to bits at they flee. Each assulter still uses their starter class to benifit their assult skills, and wreck more havoc on the battle feild. There are numerous diffrent types of assults, most assulters prefer to use a specific type of assult, and often will switch between two schools in order to become more versatile.

Assulters and move across the battle and hit anything in their path. Any profession can become an assulter, but rangers, rouges, figters, and barbarians are the best at their roles. Each assulter needs high dexterity, and then they use their class attributes for their other skills.

All assults are move actions, and require the charecter to be able to run. All assults only hit foes in front of the assulter unless otherwise specified, are in straight lines, and during an assult, the assulter charges through enemies. Assults can end if the assulter reaches the maximum movement (+10ft. to their race's base land speed.), if the assulter hits a wall, or if the assulter choses to end it early. The base assult is based on the higest atribute of the charecter reciving the assult. Assults use the ability that is linked to it instead of strength modifiers in order to attack, so if it requiers Charisma, then charisma is pitted against the targets' AC. The standard assults are chosen from the list below. The Master assult, gives the charecter 1d6 extra assults, these assults are mixed together and their powers are combined.

Strength: Beserking Assult- Applies beserk to the user- With each hit the damage increases by 1d20. This extra damage stacks, and ends when the assult ends.

Dexterity: Slippery Assult- When you are assulting, you are unaffected by difficult terrain, and can change dirrections. If you run into a wall, you automatically change dirrections to the left, unless otherwise specified.

Constitution: Siphoning Assult- When you hit you gain 1d10% of the damage delt to the target of your attack. When you activate this skill, you lose 1d20 hit points. This cannot kill you if you have more than 1 hit point, but if you activate while you have one hit point, then you will die.

Intelligence: Magic Assult- You use a level 0 spell instead of normal attacks. Spells used this way don't require you to have a preperation for the spell active.

Wisdom: Perseption Assult- Your perseption increases, and you can hit enemies through their armor. Dexterity bonuses have no effect against this assult.

Charisma: Full Assult- Each time you attack, you add an additional 1d10 damage for every 2 allies you have.

Reflex Assult- You take up a defensive stance. Trigger- When you are attacked next. Effect- The attack fails and you counter attack. This can be blocked. After the counter, you move your full assult distance back twoards your allies. prerequisite- Lightning Reflexes

Leaping Assult- You chose upto d4 targets to be the targets of your assult. You leap from target to target and attack them. End when attack is blocked, or after 10 leaps. prerequisite- Acrobatic

Feral Assult- You and your animal companion rampage together with the combined movement of both creatures as the maximum distance. prerequisite- Wondrous Pet

Desperate Assult- You take up a defensive stance. Trigger- When you are reduced down to 0 hit points. Effect- You make a desperate assult in the dirrection of the nearest enemy. If you hit this assult ends and you gain 1d20% of your maximum hit points. prerequisite- Vigor of the Stag

Soldier's Assult- You take up an offensive stance. Trigger- When an ally attacks. Effect- You leap to the target of the attack and add a second attack to your ally's first attack. You use your allies bonuses in the attack instead of yours. prerequisite- Pack Attack

Combat: Assulters generally are in the middle of the team when it starts an encounter. The assulter would then rush over or around their allies to reach the center of combat where they will stay until they are dead or every thing else is dead.

Advancement: Almost any class can become an assulter, although any class that fights in the front lines is better suited for the role of assulter.

Resources: Assulters form a tight bond with their allies and other assulters. In combat if two assulters fight, one will yield and betray their original side. Others will give any required equipment needed for a quest, but will expect something in return.

We will fight until the end of our days, or until we run out of things to kill. Look a bird!

”

—Ivan Vick, Human Barbarian\Assulter

Assulters generally go to where the fights are. They are soldiers in combat, and may even be hunters of great beasts. The important thing is that they are always moving and killing things.

NPC Reactions: Most NCPs believe that assulters are insane. This is true most of the time. Due to this concept, most people try to avoid talking to assulters unless they are participating in combat with them.

Adaptation: Assulters can be used as a vanguard or rearguard for an army. In other scenarios, an assulter can be an adventurer looking for something to test their skills against. There is an obscure assulter guild, details are for the DM to decide.

Sample Encounter: Assulters can be placed almost in any form of combat. Other encounters can be used as mercenaries to assist the party. As long as the assulters are in the thick of combat, they are fine.

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